Spielerando

Nudge the view towards a clue, but only when the player is not turning

Some story games want to help the player notice the important thing without grabbing the camera. A slight drift can do it, but it fights the player if it starts at the wrong time. Here is the rule for when it acts and how strong it is.

Why this works

A hint should help when the player has stopped looking, not fight when they are choosing. So the pull waits for a pause, acts only near the clue, gets weaker as it arrives, and ends the instant the player touches the control.

When not to use it

Do not use it in games about finding things alone, where discovery is the reward, or for players who dislike any loss of control. Leave it out there, or give an off switch and let a visible sparkle or a sound point the way.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 36 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Nudge the view towards a clue, but only when the player is not turning" (read_entry camera-gentle-pull-towards-points-of-interest) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP